MUST HAVE Striker 7/6/3

    PvE

by Haerakles last updated Apr 30, 2023    Patch v1.8

   

Votes: +1

   

Primary DPS

478,206

Firearms  

  6763

Toughness

470,865

Stamina  

  6209

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon Striker Chest
Health on Kill  (5%)
Enemy Armor Damage  (6%)
Ammo Capacity  (56%)
 

1401

classified gear icon Striker Backpack
Weapon Stability  (16.5%)
Burn Resistance  (17%)
 
 

1401

classified gear icon Striker Mask
Enemy Armor Damage  (8%)
Damage to Elites  (12%)
 
 

1401

classified gear icon Striker Gloves
Critical Hit Damage  (17%)
Health on Kill  (5%)
Assault Rifle Damage  (12%)
 

1401

classified gear icon Striker Knee Pads
Health  (16674)
Damage to Elites  (16%)
Increased Kill XP  (56%)
Bleed Resistance  (33%)

1401

classified gear icon Striker Holster
Weapon Reload Speed  (20.5%)

1401

1401

1401

Gear Mods

Gear Mod - Stamina Mod
Damage To Elites  (4%)
QUANTITY - 4
  

214

Gear Mod - Firearms Mod
Damage To Elites  (4%)
QUANTITY - 1
  

214

Performance Mod
First Aid Self Heal
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

VX-1 scope (12x)
Headshot Damage  (18.5%)
Stability  (3%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor - Tan
Headshot Damage  (18.5%)
Stability  (3%)
Critical Hit Chance  (3.5%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Optimal Range  (5%)
 

Secondary Weapon  -  Bullfrog

Reflex sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Handstop
Reload Speed  (31%)
Critical Hit Damage  (4%)
Optimal Range  (5%)
 

Off Hand Weapon  -  Double Barrel Sawed Off Shotgun

Skills

Talents

Build Guide

High-end difficulties group striker 

Alternatives:

  • Roll Health on Kill on Mask instead of EaD(8%) for ultimate sustainability
  • Roll Skill Haste instead of Health on Kill    and instead of Bullfrog put as a secondary AR, another LWM4 with talents Brutal/Prepared, Destructive, Determined thus having Overdose and Flashbang/Reckon Pulse at all times!! 
  • For close encounters, instead of Bullfrog one can choose another AR with Responsive, Destructive, Ferocious as talents  but as you can see the talents and the weapon of choize are optimized for close encounters. DPS on this particular Bullfrog is sustained by the high reload speed. Thus it works the best like it is presented for close encounters
  • For long distance encounters, instead of Bullfrog one can choose LWM4 with Prepared, Destructive, Ferocious as talents and one stability scope weapon mode. This can come in as very handy for high-end difficulties; nevertheless one has to keep a weapon like this to switch the secondary (Bullfrog in our case) or even the primary god-rolled(Brutal, Destructive, Ferocious- in this order) LWM4 with.
  • On Bullfrog roll talent  Accurate instead of Responsive for greater distance aim but i would keep it with Responsive in case you are getting rushed
  • On LWM4(s) put a stability scope instead of Headshot Damage scope if you feel like beaming more headshots into the far distances.
  • Reckon Pulse works very well for the team and as long as the team does not have an reclaimer to proc it at all times, the DPS players can have a weapon with Determined in the free slot, in order to keep Pulse up at all times. Thus in our case, the secondary weapon, instead of Bullfrog, would be a Brutal/Prepared, Destructive, Determined LWM4.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    478,206
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    656,373
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    300,039
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    10.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    20,673
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    46,307
Damage dealt per bullet with a headshot from the primary weapon
Range:    29.40m
Optimal range for the primary weapon
Reload Time:    2.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    425,387
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    547,158
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    303,616
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    12%
Critical hit chance with the secondary weapon
Critical Hit Damage:    70.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    19,019
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    35,566
Damage dealt per bullet with a headshot from the secondary weapon
Range:    29.40m
Optimal range for the secondary weapon
Reload Time:    1.90s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    614,269
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    756,023
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    472,514
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the sidearm
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    153,567
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    245,708
Damage dealt per bullet with a headshot from the sidearm
Range:    11.00m
Optimal range for the sidearm
Reload Time:    0.80s
Reload time for the sidearm
Min Firearms:    6,223
The minimum amount of firearms this build will have
Max Firearms:    6,763
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    5,700
The minimum amount of stamina this build will have
Max Stamina:    6,209
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    2,834
The minimum amount of electronics this build will have
Max Electronics:    2,961
The maximum amount of electronics this build will have when fully optimized
Skill Power:    88,830
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    313,135
The maximum amount of health this build will have when fully optimized
Max Toughness:    470,865
Toughness is a combination of max health and armor
Max Health on Kill:    5%
Health on Kill is a percent of the health you get back when killing an enemy
Protection from Elites:    0%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    33%
How high a resistance to Bleeding this build will have
Blind Deaf Resistance:    0%
How high a resistance to Blindness/Deafness this build will have
Burn Resistance:    17%
How high a resistance to Burning this build will have
Disorient Resistance:    0%
How high a resistance to Disorientation this build will have
Disrupt Resistance:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    0%
How high a resistance to Shock this build will have
Comments (0)
  • No comments yet, maybe you should be first?

Leave a comment